Grimdark Future - Human Defense Force v1.0
Grimdark Future - Human Defense Force v1.0
Grimdark Future - Human Defense Force v1.0
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by Gaetano Ferrara (http://onepagerules.wordpress.com/)
A Replace up to two Assault Rifles: I Replace one Assault Rifle: Special Rules
Pistol (12”, A1) and CCW (A2) Free Pistol (12”, A1) and CCW (A2) Free Battle Drills: When the hero and his unit are
Shotgun (12”, A2) Free Plasma Pistol (12”, A1, AP(3)) +5pts fighting in melee roll one die:
Flamethrower (12”, A6) +10pts and CCW (A2) 1-2: Unit gets AP(1)
Plasma Rifle (24”, A1, AP(3)) +10pts Replace one CCW: 3-4: Unit gets +1 attack
Grenade Launcher–pick one each turn: +10pts Energy Sword (A2, AP(2)) +5pts 5-6: Unit gets Defense +1
AT (24”, A1, AP(2))
J Upgrade with one: Commander: Declare one model from this unit to
HE (24”, A1, Blast(3))
be the Commander, who gets Tough(3). When
Fusion Rifle (12”, A1, AP(7), Deadly) +20pts Heavy Weapons (Heavy Machinegun) +30pts
this model is activated you may pick one friendly
Heavy Flamethrower (12”, A6, AP(1)) +20pts Replace any Heavy Machinegun: Infantry unit within 12” and roll one die. On a 4+
Sniper Rifle (36”, A1, AP(2), Sniper) +30pts Mortar (48”, A1, Blast(3), Indirect) +10pts the target unit may use any action, even if it had
Autocannon (48”, A2, AP(3)) +20pts been activated already.
B Upgrade any model with one: Missile Launcher – pick one each turn: +30pts Executioner: Whenever the hero’s unit fails a
Battle Standard (Unit gets Fearless) +5pts AT (48”, A1, AP(4), Deadly) morale test you must kill one of its models and
Radio (Commander gets 24” range) +10pts HE (48”, A1, Blast(3)) the morale test counts as passed instead.
Medic (Unit gets Regeneration) +20pts Laser Cannon (48”, A1, AP(5), Deadly) +40pts
Psychic Spells
C Replace one Pistol: K Replace any Assault Rifle: Psychic Speed (2+): The psychic gets +3A in melee
Plasma Pistol (12”, A1, AP(3)) +5pts Explosive Charges +5pts and the Fast rule until the end of the round.
Replace one CCW: (6”, A1, AP(4), Blast(3)) Protective Dome (2+): Target friendly unit within
Energy Sword (A2, AP(2)) +5pts Plasma Rifle (24”, A1, AP(3)) +5pts 12” gets Stealth until the end of the round.
Energy Fist (A2, AP(4)) +10pts Flamethrower (12”, A6) +10pts Expel (3+): Target enemy unit within 12” gets
Grenade Launcher–pick one each turn: +10pts Defense -1 until the end of the round.
D Replace up to two Heavy Assault Rifles: AT (24”, A1, AP(2)) Foresight (3+): Target friendly unit within 12” gets
Flamethrower (12”, A6) +5pts HE (24”, A1, Blast(3)) +1 to its shooting rolls until the end of the round.
Plasma Rifle (24”, A1, AP(3)) +5pts Fusion Rifle (12”, A1, AP(7), Deadly) +15pts Psychic Roar (4+): Target enemy unit within 18”
Grenade Launcher–pick one each turn: +5pts Sniper Rifle (36”, A1, AP(2), Sniper) +35pts must take a morale test. If failed the unit takes
AT (24”, A1, AP(2)) D3 automatic wounds.
HE (24”, A1, Blast(3)) L Upgrade all models with one: Flame Breath (5+): Target enemy unit within 12”
Fusion Rifle (12”, A1, AP(7), Deadly) +15pts Grenadiers (Defense +1) +5pts takes D6 automatic hits with AP(1).
Heavy Volley Gun (24”, A3, AP(2)) +25pts Forward Sentries (Stealth) +5pts
Demo Experts (Rending in melee) +15pts
E Replace one Heavy Assault Rifle:
Heavy Pistol (12”, A1, AP(2)) -5pts M Replace all Heavy SMGs and CCWs:
and CCW (A2) Mini-GLs (12”, A1, Blast(3)) and -15pts
Plasma Pistol (12”, A1, AP(3)) Free Shields (Defense +1)
and CCW (A2) Replace any Mini-GL:
Replace one CCW: Energy Sword (A3, AP(3)) +10pts
Energy Sword (A2, AP(2)) +5pts
Energy Fist (A2, AP(4)) +10pts N Replace up to two Pistols
and Energy Lances:
F Replace Pistol and CCW: Plasma Rifle (24”, A1, AP(3)) Free
Assault Rifle (24”, A1) Free Flamethrower (12”, A6) +5pts
Plasma Rifle (24”, A1, AP(3)) +5pts Grenade Launcher–pick one each turn: +5pts
AT (24”, A1, AP(2))
G Upgrade Psychic(1): HE (24”, A1, Blast(3))
Psychic(2) +15pts Fusion Rifle (12”, A1, AP(7), Deadly) +10pts
Replace one Pistol:
H Replace one Assault Rifle: Plasma Pistol (12”, A1, AP(3)) +5pts
Plasma Rifle (24”, A1, AP(3)) +5pts Replace one Energy Lance:
Flamethrower (12”, A6) +10pts Energy Sword (A2, AP(2)) Free
Grenade Launcher–pick one each turn: +10pts
AT (24”, A1, AP(2))
HE (24”, A1, Blast(3))
Fusion Rifle (12”, A1, AP(7), Deadly) +15pts
Sniper Rifle (36”, A1, AP(2), Sniper) +35pts
Grimdark Future – Human Defense Force v1.0
by Gaetano Ferrara (http://onepagerules.wordpress.com/)